Review fixes:
- The audio host takes each physics step exactly once (one-step pulses latched, nothing while paused or silenced,
at most 4 steps per frame), so pushes and other one-frame events are never dropped or doubled. e2e at 60 fps and
above is byte-identical; 30 / 45 fps change only by the latch and the step pair.
- Removed the emitter PROFILES fallback, the stray trace dump and the audition script; data-gated tests are
#[ignore = "needs the private install data"] and fail loudly when run without it; per-post log lines behind
SKATE_AUDIO_TRACE; checked bank parsing, finite output, camera-cut Doppler reset, fewer render allocations.
- The 15 verdict-settled A/B switches are removed; their "on" behaviour is the only one (byte-identical).
World / NPC audio, hookable by engine systems and mods:
- Map-change fix: world and NPC hosts reset when the map's banks are unloaded, so surviving objects sound again.
- Engine surface (skate-game::world_audio): TrafficAudio / PedAudio / NpcSkaterAudio components, horn / alarm /
speech messages, read-back of who is audible; retail limits (4 cars within 40 m, 15 peds within 50 m with
footsteps for the nearest 3, one NPC skater within 30 m), measured in the recompilation.
- Mod surface (Lua API 2, `sdk.world_audio.*`); test mod `mods/world-audio-test/` (cars, peds, a ghost skater).
- Per-skater audio state builder (local player output identical); remote players take the NPC skater slot; an
opt-in non-retail "more audible" setting.
- Docs: doc 15 "Hooking up world audio", doc 11 sections, PR plan.
- tools/recomp-trace: bail_impacts.py (per-bail ragdoll impacts and sound posts) and collision_posts.py (collision-sound posts by poster and owner, with the local-rider flag); README entries.
- Doc 11: listening verdicts, the riding body-collision posts are NPC skaters' (local only on big-drop landings and bumps).
- Doc 13: playing the recomp from the couch and closing it (settings overlay, LB+RB+Back hold).
- Doc 14: the added tools.
- Body region impacts are scaled by retail's centre-of-mass speed curve (x1 at rest up to x5 from ~0.95 m/s,
read from the vault; no clamp after the multiply), so bails reach the tier-1 / tier-2 body and concrete hits.
Setup exports the curve; older installs get the identical default. SKATE_AEMS_BODY_CURVE=0 = old.
- Region impacts take |Δv·n| as retail does (matches 12,054 of 12,054 recomp region lines).
- The body and deck posters' cooldowns count console frames (0.5 s / 0.2 s at any frame rate).
SKATE_AEMS_BODY_CONSOLE=0 / SKATE_AEMS_DECK_CONSOLE=0 = old.
- Second grain bed for the NPC skater (retail's per-instance SkateBoard update; inert until the engine has
NPC skaters). The local player's renders are byte-identical.
- The state log records the COM speed; the e2e harness replays it.
- Docs: doc 11 (bail density: the missing speed curve, not the ragdoll; the hooks' local test), PR plan,
docs index; the published recomp trace reader knows the new line kinds.
- The interim cue tables and their opt-outs are gone; the native runtime is the only audio path. Old
settings/audio.json files still load ("interim" / "native" ignored). Missing native data logs an error
instead of falling back.
- Water splash from retail's mechanism (SFXObj_OffBoard start / update): Skate_Collisions 1187 / 1197 once
per water stay, 1198 when the board is in water.
- The random interim riding bed is removed; riding collision and cloth sounds compared with the recomp
(doc 11). Native output otherwise byte-identical (13 scenarios + 5 sessions).
- Published tools under tools/ (one folder per tool with a README; the recomp ones labelled for use with the
research hooks), doc 14 and PR plan bucket L.
- Docs: doc 11 (retirement, bail density measured against the recomp, collision posts), doc 13 (usage guide).
- Native AEMS runtime is the default (`SKATE_AEMS=0` or `"interim": true` for the interim tables, kept).
- MixMap, eEQChain clear and Jitter on the console's 30 Hz cadence, frame-rate independent.
- Optimisation pass (render p50 210 -> 130 us, 0 allocations per block, byte-identical) and hardware FMA
dispatch in the new skate-audio-fma crate (p50 -> ~55 us, byte-identical; skate-audio stays forbid(unsafe)).
- World emitter banks decoded ahead on a worker thread (no game-thread decode spikes).
- Session-review fixes: push sounds at the foot plant, push-foot plant/lift, bail body impacts, grind on/off.
- Foundations, inert until the engine has the systems: traffic and ped sounds, ped speech rules, NPC skaters'
board sounds.
- Docs: doc 11 sections, doc 13 (the recompilation research hooks, reference only), PR plan.
Native port of Skate 3's retail audio runtime (AEMS) behind SKATE_AEMS=1, plus the world audio work:
- skate-audio crate: formats, patch-program evaluator, voice graph, mixer, MixMap, granular rolling bed and its
bus chain, Splice contacts, the buses (env reverb network, eEQChain, flanger returns, collision and footstep
submixes, reverb zones) and the player components (rolling layers, seams on the console's 30 fps cadence,
grinds, skids, squeaks, tricks, treatment, footsteps, clothing, hands on deck, wind, wheels, collision manager).
- game_audio host: native runtime, player audio state from our physics, world emitters from the maps' .ems files,
random distant one-shots, zone ambience, state log, e2e render harness, timing.
- Setup: audio export of the banks, grains, MixMap, vault tuning and reverb zones.
- skate-core: per-wheel / per-part audio surfaces and seam patterns (additive).
- Docs: docs/hails-additions/11-audio.md and the PR plan.
Replaces our own water placement (water.rs: water collision grouped into
bodies, a random 1-2.5 s piece every 0.7-1.3 s that piled up 2-3 deep, which
the user heard as overlapping water at the University plaza).
Setup (audio manifest v4):
- audio_formats: .ems reader (72-byte records) and name_id, Bob Jenkins'
lookup8 64-bit hash with the seed the sound ids use;
- audio_export: every .ems file with each sound's attributes from the disc's
skatercollections emitter class 0xF0CEF367088EFFF8 (volume, bank, patch
selector, volume type, falloff), resolved through parents; decodes every
bank the sfx_*/skateschool emitters place (100 banks; all 486 sound
emitters resolve to a bank on the disc).
Game (game_audio/emitters.rs, behaviour taken from TU3):
- sphere or ellipsoid (semi-axes = extents along forward/up/side), inner core
at full level, level = volume x falloff ((1-d)^2, 1-d or flat);
- at most 5 emitters, in discovery order, released when the listener leaves;
- each water bank plays its program's measured pattern (two-voice relay of
shuffled one-shots or one loop, with its level/pitch movement) until the
AEMS evaluator is ported.
Verified muted in game: University plaza starts water_fountain and the
channel fountains_waterlaps_left; Aletown canal fountains_waterlaps_left.
Brings in upstream #26 (indexed collection lookups, our PR E), #17, #18 and
upstream's own extract-xiso fix via our main. The two conflicts are the
extract-xiso call sites, where both sides made the same fix: take upstream's
lines (it also keeps the extract log outside the temporary directory).
- docs/hails-additions/11-audio.md (current design, formats incl. the
SPLC patch tree, cue table, how it was tuned, prior work upstream
#1/#4 and why their runtime is not adopted), README row 11,
PULL-REQUESTS row J.
- tools/audio_audition.py: dev page to audition decoded samples (local
.local/ output only).
- trace-downtown-lag.json: dev-only perf-trace output from TRACE_PLAY.bat
(header only, no capture); committed because everything pending is
committed, not needed by the build.
- audio_formats.py: EA SNR (EA-XMA) stream scanner with block-chain
validation, SPLC bank streams and patch tree (records, layers,
containers; verified on all 20 banks), .grain files (speed-sweep
recordings), loopable speed bands, gain-free 5->2 downmix.
- audio_export.py: decodes only what the engine plays (22 ambience
beds, 14 grains x 6 speed bands, wheel spins, 23 sample banks) to
PCM16 WAV in assets/private/audio with audio_manifest.json (v3,
incl. SPLC patch trees). Decoder: pinned vgmstream r2117
(SHA-256 checked) via the existing dependency() helper.
- Registered as optional asset group `audio` (versions, receipts,
asset_exports, install); a failure records audio-availability.json
and the game runs silent. Other groups' fingerprints unchanged.
- .gitignore: retail audio extensions and *.wav (Skyline mod WAVs
excepted). Tests updated for the new group.
- Water is solid only where geometry lies within 0.5 m under it; deep
water makes no contacts and is detected from position (physics/water.rs).
Body buoyancy only over deep water; the board floats with water drag.
On-foot support follows the same rule.
- Water camera (high, behind, looking down) with an edge vignette through
retail_exposure -> retail_tone, driven by the water bail state.
- Entry splash from the game's water particle sprite; setup extracts the
particle sprites from miscboot.big (environment group, particles.py).
- Family 33 look matched to RPCS3 footage: 4x ripple scale, blurred and
tinted reflection, anti-tiling with swells, calmer small bodies
(water_bodies.rs areas), waves at 0.75x (FrameStateData.pca_slow).
- Ignored water_drop trace test; SKATE_VERIFY_AT for timed --verify
captures.
- --extract-ocean-pca runs before the crash supervisor, whose report
window would block setup on a failed (non-zero) extraction
- ocean_pca.convert: install.spawn() pipes are text mode; reading them as
bytes aborted the environment refresh
- test_ocean_pca runs convert through the real spawn() for success and
failure
Verified: refresh rebuilt only the environment group (90 s) and wrote
assets/private/ocean-pca.json.
Water and ocean shaders need assets/private/ocean-pca.json, which setup
never created, so 52 water/ocean materials rendered static (or black).
- skate_data::xex: XEX2 unpacker (retail AES file key + CBC payload, LZX
or basic decompression), no new dependencies
- skate_data::ocean_pca: locates cPCAWaterAnimationData's table in any
build by its code addressing (disc build: 0x82FC3978; TU3: 0x830118D8)
- skate3rust --extract-ocean-pca <default.xex> <out.json>
- Setup environment group runs it (optional content); refreshes that group
In-play check of the rendered water still pending.
See docs/hails-additions/09-water.md.
One skate3rust process validates TEST_WORLD and every converted map over
stdin/stdout (SKATE_MAP_CHECK lines). Existing checks still fail a map;
new spawn-support / neutral-startup / invisible-collision checks report
warnings. Setup falls back to per-map --check-assets with an older exe.
See docs/hails-additions/06-map-validator.md (PR F).
Note: install.py also carries PR G's customiser-overlap hunks
(available_memory, overlap_customiser, Background); they are interleaved
with the validator wiring in _install and are documented in doc 08.
Every map's startup position and default landing zone is its baked
spawn. The old rule (upward triangle nearest the origin) put the skater
over the void on MegaPark and on the roof of Industrial Skate Park and
StartPark, because park origins sit at a corner and retail floors are
sometimes wound downward.
New map_starts.py resolves each district's start from retail data: the
world row's start locator (parks), a chosen fe_locations row for
districts with several (University career start, Industrial Haystings
Park, DownTown Rosalita Skate Park, Maloof street), or the district's
only fe_locations row. Position and heading come from the district's
global_locators records; the heading is now written into the .skate
header. Districts without an authored start fall back to geometry:
compact parks use the new ground_spawn search, city-sized districts keep
the original rule (ground_spawn put Industrial under the streets).
See docs/hails-additions/04-map-spawns.md.
Roster work paths under deep checkouts exceed MAX_PATH (260), leaving
pro skaters unavailable. If LongPathsEnabled is off, setup asks once for
elevation to enable it and relaunches itself, since Windows reads the
setting at process start. Declining keeps the previous behaviour.
See docs/hails-additions/02-long-paths.md.
extract-xiso stops parsing options at the first image path, so
`-x <iso> -d <dir>` extracted into the working directory and then failed
on "-d" as a second image (exit 1 -> "Conversion failed"). Use
`-x -d <dir> <iso>` in both call sites.
See docs/hails-additions/01-iso-extraction.md.
Apply probe SH to online customiser characters after remote bind, restore received sun shadows, and ship Skyline driving, fullscreen, and renderer improvements on the branch.
Co-authored-by: Cursor <[email protected]>
Branch channel now reports already-current and missing-release cases clearly instead of a generic 404 error, and remote smoke/skids initialize without requiring local F10 spawn.
Co-authored-by: Cursor <[email protected]>
CI artifacts require GitHub auth, so skyline-driving-update now publishes downloadable release assets and the updater prefers those over Actions artifacts.
Co-authored-by: Cursor <[email protected]>
Expose append-only mesh buffers for mod skid/smoke rendering, sync rear-wheel VFX over multiplayer, rebuild Skyline audio assets, and let the updater install from any CI branch.
Co-authored-by: Cursor <[email protected]>
Sanitize non-finite SIMD lanes in offboard air selection, add solid dynamics and mod replication APIs, improve setup refresh without re-extracting assets, and harden Build-Release.ps1 for older PowerShell hosts.
Co-authored-by: Cursor <[email protected]>